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[RELEASED] [UT] The Last Fortress - Final

Posted: 31 May 2010, 17:47
by Buff Skeleton
Developer: Lord Waffnuffly "War Bonnet" Letz
Status: Released

Image Image

Synopsis: Having battled through hell to reach this place, you are finally on the last leg of your journey. The enemy is omnipresent and unending, but you won't let them stand in your way. One final task remains - one final step towards the start of a new revolution.

Latest News: Released!

Notes: The rope/ladder/climbing code that qtit graciously provided is a bit strange to get used to. What you should remember is that NOT pressing any movement keys while climbing will help you out a lot - simply get onto a rope/ladder/giant snake/intestine and LOOK UP. Don't move left or right or up or down. You can stop moving by looking straight out (and even turn around to shoot stuff), or you can look down to climb back down. Otherwise, yes, it's a little difficult.

Requirements: UT436 and Oldskool Amp'd

Downloads:
http://www.filefront.com/16746815/TheLa ... sFinal.rar
http://www.mediafire.com/?yzzntojmnkz

Re: [ut] The Last Fortress - Final

Posted: 31 May 2010, 17:54
by Buff Skeleton
To-Do List:


  • Optimize some geometry

    This was the one thing that was pretty much impossible to do, but don't worry, it still is stable enough to be playable.

  • Polish gameplay balance
  • Add coop support
  • Fix any bugs that arise
  • Fix a scriptlog thing with the SK-6
  • Make the hidden chain path more visible
  • Add a teleporter for coop for the boss fight
  • Fixed start weapons for coop
  • Fixed some broken effects for coop
  • Tweak the boss's projectiles/health for varying difficulty levels
  • Make the Skaarj spawn closer to you on that one tower, you know the one, yeah you do, I know you know....... bitch

Let me know what else I'm missing, specifically, please!

Re: [ut] The Last Fortress - Final

Posted: 31 May 2010, 18:14
by Hellscrag
This thread probably won't be around for too long, so shall we just move it to Upcoming Maps rather than having two separate threads?

Re: [ut] The Last Fortress - Final

Posted: 31 May 2010, 18:20
by Buff Skeleton
Indeed.

Re: [ut] The Last Fortress - Final

Posted: 31 May 2010, 22:38
by Psychomorph
Please make it being a huuuuge map, not just a quick runthrough.

Re: [ut] The Last Fortress - Final

Posted: 31 May 2010, 22:41
by UB_
It's already one worldhuge map.

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 00:28
by Buff Skeleton
Psychomorph wrote:Please make it being a huuuuge map, not just a quick runthrough.

Uh, what?

Don't play on Easy/Medium and it takes a couple hours.

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 03:44
by shawnd123
dude..... I love this map........

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 05:10
by jackrabbit
I think a coop session should happen when the final is released. UnrealSP The Last Fortress online coop on Unreal difficulty.

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 06:31
by ElectricIce
I would come for that Jack

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 14:51
by UArchitect
jackrabbit wrote:I think a coop session should happen when the final is released. UnrealSP The Last Fortress online coop on Unreal difficulty.


unreal difficulty my ass, nightmare difficulty

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 15:11
by UB_
Yeah that. TLF wasn't hard enough (but always amazingly enjoyable).

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 15:25
by Buff Skeleton
Screw you guys, I'm adding 500 warlords >:E

Warlords with rapidfire SK-6s >:E

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 17:46
by Core
Since coop support is on your list, here are some minor coop issues that come to mind when thinking of TLF:

The logblinker thing is not working in coop:
Checked the code, there are many ways to fix this, easiest would be setting its remoterole=ROLE_SimulatedProxy in defprops & define the blinking state as auto simulated, instead of just auto.

Perhaps add:

Code: Select all

 if (Level.NetMode == NM_DedicatedServer) GoToState('','');

under the BEGIN: label

There's no point in having it blinking on the server itsself, just a waste of resources :P.

The 4 shockball like effects (TLFioncharger?) that spawn each time before the Big Tesla Cannon discharges, won't disappear in coop. reason: same prob as above I guess. (check for states missing the "simulated" keyword / incorrect remoterole)

Other things affected as well: ionflash, ionsomethingelse... (don't remember sry)

Don't put more then 4 weapons together so player picks them up at the same time. This will mess up his touch array in network games (at least for gametypes that don't check for valid touching with the touching array first). What then happens is player keeps picking them up continuously a million times after leaving the spot, can be very annoying.

I'd keep the current weapons at start for SP but with bNet=False, and add them in a row at the starting Port with bSinglePlayer=False.


In ecoop we use a save credits system, so players can save their location anywhere in a map, loosing a credit. I imagine servers who don't use something similar would appreciate coopplayerstarts that get enabled/disabled based upon the progress, but that's up to how you want the gameplay to be for coop.

A warlord swarm with sk6 projectiles would be badass :twisted:

Just an idea: there's this area when u finished the water bridges, just ahead the sk6 weapon, perhaps you can trap the player there, by closing those giant gates for a while or through button control (without forgetting coop support :D ).

Re: [ut] The Last Fortress - Final

Posted: 01 Jun 2010, 17:53
by shawnd123
Waffnuffly wrote:Screw you guys, I'm adding 500 warlords >:E

Warlords with rapidfire SK-6s >:E

NOOOOOO!!!!!
yea i know i'm a noob